paizo.com Recent Threads in Pathfinder Adventurespaizo.com Recent Threads in Pathfinder Adventures2024-03-05T16:47:23Z2024-03-05T16:47:23ZForums: Pathfinder Adventures: Troubles in Otari GM Question - SPOILER ALERT FOR PLAYERSNiloc716https://paizo.com/threads/rzs43y7r?Troubles-in-Otari-GM-Question-SPOILER-ALERT2024-03-04T23:25:42Z2024-03-04T23:25:42Z<p>Hello,</p>
<p>Finally getting back to running after several years and decided to run a group through the beginner box and troubles in Otari.</p>
<p>Thing is [Spoiler omitted]</p>
<p>Thanks!</p>Hello,
Finally getting back to running after several years and decided to run a group through the beginner box and troubles in Otari.
Thing is [Spoiler omitted]
Thanks!Niloc7162024-03-04T23:25:42ZForums: Pathfinder Adventures: PF2 Shadows at Sundown - New MapsUnforcedErrorhttps://paizo.com/threads/rzs43y7q?PF2-Shadows-at-Sundown-New-Maps2024-03-04T23:02:04Z2024-03-04T23:02:04Z<p>Just finished running this module and I thought I'd post the maps I made for chapter 1 and the remake for Aliriel's Sanctum (which I did because the original was too pixellated in Foundry and also contained the markers for the secret doors.
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Grid size is 150 px for all maps.
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<a href="https://drive.google.com/drive/folders/1ePAbFG8u304WFVzc_IRB51Q6XYvo9Vet?usp=sharing" target="_blank" rel="nofollow">Maps for Shadows at Sundown</a>
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Enjoy and happy gaming !</p>Just finished running this module and I thought I'd post the maps I made for chapter 1 and the remake for Aliriel's Sanctum (which I did because the original was too pixellated in Foundry and also contained the markers for the secret doors.
Grid size is 150 px for all maps.
Maps for Shadows at Sundown
Enjoy and happy gaming !UnforcedError2024-03-04T23:02:04ZForums: Pathfinder Adventures: One shot adventure/scenarioDM PeteZero (alias of Pete who?)https://paizo.com/threads/rzs43y7m?One-shot-adventurescenario2024-03-04T13:50:49Z2024-03-04T13:50:49Z<p>Got some friends coming over for an evening of PF2e. Any one-shots or PFS2e adventures you could highly recommend? Looks atm., there will be only 3 of them, so I would need to adjust it slightly (or use one with easier combats). They have played through the Beginner Box though, but nothing else.</p>Got some friends coming over for an evening of PF2e. Any one-shots or PFS2e adventures you could highly recommend? Looks atm., there will be only 3 of them, so I would need to adjust it slightly (or use one with easier combats). They have played through the Beginner Box though, but nothing else.DM PeteZero (alias of Pete who?)2024-03-04T13:50:49ZForums: Pathfinder Adventures: Adventure Linking Ideasmattdustyhttps://paizo.com/threads/rzs43y03?Adventure-Linking-Ideas2024-02-18T22:06:22Z2024-02-18T22:06:22Z<p>My group just finished a PF2e converted campaign of Return of the Runelords and we are wanting to start a new campaign at 1st level. We've already played through Abomination Vaults and Age of Ashes. After some discussion with the players on what we are all looking forward to play next and what I'm interested in running, i've narrowed it down to running Crown of the Kobold King. But that ends at 6th level. I know that I am going to try to connect that with Stolen Fate AP, but that doesn't start until 11th level. I've tried looking but can't seem to find anything that is published and designed to be between 6th - 10th level. Does anyone have any ideas or sources for a 6th - 10th level adventure? Or a combination of individual adventures between 6th and 10th levels? I can figure out how to connect the adventures, I just need something to run in between Crown of the Kobold King and Stolen Fate. I'm not interested in making my own adventure, but I have no problems converting a 1e adventure.</p>My group just finished a PF2e converted campaign of Return of the Runelords and we are wanting to start a new campaign at 1st level. We've already played through Abomination Vaults and Age of Ashes. After some discussion with the players on what we are all looking forward to play next and what I'm interested in running, i've narrowed it down to running Crown of the Kobold King. But that ends at 6th level. I know that I am going to try to connect that with Stolen Fate AP, but that doesn't...mattdusty2024-02-18T22:06:22ZForums: Pathfinder Adventures: Campaign Journal - The House on Hook Street (homage)Dr.OGMhttps://paizo.com/threads/rzs43xov?Campaign-Journal-The-House-on-Hook-Street2024-01-29T19:37:14Z2024-01-29T19:37:14Z<p>This is an attempt at paying homage to <a href="https://paizo.com/threads/rzs2u0xg?Campaign-Journal-The-House-on-Hook-Street" target="_blank" rel="nofollow">this thread</a> that helped me prepare for running this module, because I had kept it bookmarked for a looooong time.</p>
<p>I’ve dreamt of running The House on Hook Street as a GM for a few years now, the book sitting in my shelf, but life kept getting in the way, and my Pathfinder group eventually drifted apart (physically, as in different cities)</p>
<p>Now I have taken the opportunity to present this awesome adventure to a group of my colleagues. Two of them are complete newcomers to tabletop RPGs in general, and the two others have some small experience as players in DnD 5E.</p>
<p>I have thus decided to run The House on Hook Street, adapted for 5E. (“Boo, hiss”, I know ; but it was easier for player recruitment, and for me as a GM who hadn’t played Pathfinder for years). My goal is to respect the story, events and atmosphere of the module as best I can, and introduce my players to what makes Golarion unique, even if that means re-skinning most monsters.</p>
<p>I’ve also decided to change the “spider” motif into a “snake” motif, because I own a lot of hand-painted serpent-themed miniatures that I wanted to use/showcase, and no spider-themed ones. I hope Mr Hodge (author of the module) forgives me for this liberty I took…</p>
<p>So without further ado…</p>
<p>-</p>
<p>Presentation of the PCs</p>
<p>Other than proposing that some PCs come from Bridgefront as the module suggests, I had very few restrictions for PC creation. The premise given was that the group already knew each other, being an adventuring party coming back to Korvosa.</p>
<p>Felaël : male elf wizard (transmuter) with the sage background. The player was very interested in the “forlorn elf” concept and wanted to be an orphan, whose parents had died accidentally in Korvosa, to explain why he was raised by humans. I thought this wouldn’t really work with Korvosa having an elven district, so I suggested his parents had died in Riddleport instead. His interest in transmutation (that also came from the player) gives me an opportunity to introduce future hooks for Karzoug’s legacy, Thassilon, etc.</p>
<p>Arya : female human rogue (swashbuckler) with the criminal (thief) background. As I did not have time to discuss her background with her player, she took me by surprise during the presentations in the first session… The original story went that Arya was born in Bridgefront to a very poor family, so poor that she was sold into slavery, along with one of her brothers. She escaped and resorted to thievery, eventually joining the party. She is on a personal quest to find her missing brother.</p>
<p>Of course, the player didn’t know that slavery is illegal in Korvosa. Also, since my opening featured the party returning to Korvosa after their “off-screen” previous adventures, the “missing brother” thread made little sense : why would Arya leave the city to go adventuring for a few years, then return to the city where she was initially, then keep searching for her lost brother there ? I didn’t say anything, but took mental note to re-work Arya’s background with her player before the next session.</p>
<p>Jean-Charles : male half-elf paladin with the oath of redemption and the soldier background. Once a soldier assigned to protect a village, he grew disgusted with the pointless bloodshed between the monster tribes and his unit. Opting for diplomacy instead of violence, he succeeded in halting attacks against the village, which led to him becoming a paladin. I suggested Sarenrae as the obvious choice for worship, but Jean-Charles’ player preferred to commit to the cause of Good and not to any particular deity. He nonetheless included a vision from Sarenrae in his background, that the character chose to ignore because he “hadn’t heard of this lady” (low Intelligence and no proficiency in Religion…)
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(if anyone understands the reference of the “nice to everyone” character being called Jean-Charles, you gain 5 internet points)</p>
<p>Gus : male halfling ranger (swarmkeeper) with the sailor background. His father was a boat captain living in Bridgefront, who died and his mother had to re-marry. Hating his new step-dad, Gus left home early and initially got work on the halfling boats of Korvosa, dreaming of one day buying back his father’s ship (which gave me a nice hook to bring the PC’s back to Bridgefront after their “off-screen” adventures). The player asked if the swarmkeeper concept was too cartoonish for the game ; I thought about the Korvosan house drakes and we settled on that as his swarm (I even suggested that he had learned his ranger spells from them).</p>This is an attempt at paying homage to this thread that helped me prepare for running this module, because I had kept it bookmarked for a looooong time.
I’ve dreamt of running The House on Hook Street as a GM for a few years now, the book sitting in my shelf, but life kept getting in the way, and my Pathfinder group eventually drifted apart (physically, as in different cities)
Now I have taken the opportunity to present this awesome adventure to a group of my colleagues. Two of them are...Dr.OGM2024-01-29T19:37:14ZForums: Pathfinder Adventures: GM aids for Crown of Kobold Kingbigwavehttps://paizo.com/threads/rzs43rwg?GM-aids-for-Crown-of-Kobold-King2023-03-05T23:27:33Z2023-03-05T23:27:33Z<p>Hello all! Can anyone point me at any aids for a GM running the new (2nd ed) Crown of the Kobold King? </p>
<p>Mainly, I'm looking for a Falcon's Hollow map and an area map - both without numbers - that I can hand out to players. Other maps (without numbers) would be good, too.</p>
<p>If there are any stat block collections, faqs, xp progressions, GM discussions, etc, those would be great, too.</p>Hello all! Can anyone point me at any aids for a GM running the new (2nd ed) Crown of the Kobold King?
Mainly, I'm looking for a Falcon's Hollow map and an area map - both without numbers - that I can hand out to players. Other maps (without numbers) would be good, too.
If there are any stat block collections, faqs, xp progressions, GM discussions, etc, those would be great, too.bigwave2023-03-05T23:27:33ZForums: Pathfinder Adventures: Night of the Gray Death and Party CrashersKenmishttps://paizo.com/threads/rzs43qmz?Night-of-the-Gray-Death-and-Party-Crashers2023-01-16T00:59:28Z2023-01-16T00:59:28Z<p>I was wondering if any other GM's have any experience or advice about how to implement the Party Crashers feat with Night of the Gray Death. Per the text of the feat, it honestly seems like Party Crashers completely negates the entire first chapter of the Adventure. </p>
<p>I get that Party Crashers is probably more intended for sandbox style games where gaining access to parties and such is more of a means to an end and streamlines that process, and I like the feat quite a bit. I'm honestly a little surprised there wasn't a sidebar or something in the adventure text to address this feat, as it had been available for quite a while before Night of the Gray Death was published. </p>
<p>I have a PC with the Dandy archetype, and Party Crashers is absolutely perfect for his character, and I don't want to just nix it, so I'd like to think of some benefits taking the feat could convey without just eliminating the entire first chapter. Here's my current idea: It provides a +1 circumstance bonus to checks related to acquiring an invitation, and they can't Critically Fail. I was wondering if anyone had any other suggestions for benefits in this case.</p>I was wondering if any other GM's have any experience or advice about how to implement the Party Crashers feat with Night of the Gray Death. Per the text of the feat, it honestly seems like Party Crashers completely negates the entire first chapter of the Adventure.
I get that Party Crashers is probably more intended for sandbox style games where gaining access to parties and such is more of a means to an end and streamlines that process, and I like the feat quite a bit. I'm honestly a...Kenmis2023-01-16T00:59:28ZForums: Pathfinder Adventures: A Fistful of Flowerspseudonickhttps://paizo.com/threads/rzs43mml?A-Fistful-of-Flowers2022-06-04T19:55:45Z2022-06-04T19:55:45Z<p>It sounds as if some people got to run the upcoming Free RPG Day adventure "A Fistful of Flowers" at PaizoCon or another convention. That said, I was trying to figure out which maps/map packs (or even pawns) were used so I could order what I need because I am running it at my LGS on Free RPG Day.</p>
<p>Any help is appreciated. I am not trying to get any spoilers or have anyone break release day, I just want to purchase the appropriate related content.</p>It sounds as if some people got to run the upcoming Free RPG Day adventure "A Fistful of Flowers" at PaizoCon or another convention. That said, I was trying to figure out which maps/map packs (or even pawns) were used so I could order what I need because I am running it at my LGS on Free RPG Day.
Any help is appreciated. I am not trying to get any spoilers or have anyone break release day, I just want to purchase the appropriate related content.pseudonick2022-06-04T19:55:45ZForums: Pathfinder Adventures: Night of the Gray Death question (MAJOR spoilers)Yqatubahttps://paizo.com/threads/rzs43kdh?Night-of-the-Gray-Death-question2022-01-27T06:00:01Z2022-01-27T06:00:01Z<p>Does it say the actual name of the Conqueror Worm who is the Big Bad? As far as I can tell, no, which seems really odd. Do conqueror worms just not have personal names?</p>Does it say the actual name of the Conqueror Worm who is the Big Bad? As far as I can tell, no, which seems really odd. Do conqueror worms just not have personal names?Yqatuba2022-01-27T06:00:01ZForums: Pathfinder Adventures: The Emerald Spire Superdungeon Discussion ThreadThe Sword Emperorhttps://paizo.com/threads/rzs2r5jz?The-Emerald-Spire-Superdungeon-Discussion-Thread2014-06-11T16:56:48Z2014-06-11T16:56:48Z<p>This is a discussion thread for the material presented in <b>The Emerald Spire Superadventure</b>. Bring your thoughts and questions (and answers) here.</p>
<p>Readers of this thread may also be interested in <a href="http://paizo.com/threads/rzs2r5ih?Emerald-Spire-Superdungeon-Timeline-of-Events#1" target="_blank" rel="nofollow">this companion thread</a>, discussing the timeline of events in the Emerald Spire. </p>
<p>I open with several questions, which I try to answer - if you have answers for these questions (or wish to expand on what's already presented), or questions of your own, please chime in.</p>
<p><b>Hellknights</b>
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The Hellknights reached Level 10, the Magma Chamber; what's really impressive is that they apparently did it within the last 30 years. Their activities raise a few questions.</p>
<p>Question: When exactly did the expeditions occur?
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Answer: Probably within the last 30 years, once the Hellknights established control over Fort Inevitable; Chaid DiViri was summoned by the signifier at that town. Beyond that, it is unclear. If you want to avoid some potential complications, set it more than five years ago. Otherwise, you need to account for their run-ins with Grulk, Klarkosh, and Splinterden.</p>
<p>Question: Why didn't the Hellknights clear out every floor of the dungeon? Surely they would have if they were interested in law, power, and discovering clues regarding the "mysterious presences" and "potent lawfully aligned magic" that were said to exist down there.
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Answer: This one isn't spelled out in the book. To some extent, the Hellknights may have already been informed about the first few floors, and assumed they would not possess what they sought; a glance around those environments would probably confirm that. Their divinations, or detection spells they cast while exploring the dungeons, may have revealed an apparent lack of anything significant on the floors they explored; or they may have simply assumed that what they sought would be at the bottom - or otherwise immediately obvious. In any case, they were not there merely to adventure - and their numbers were already being whittled away by whatever they did face. </p>
<p>Question: How much do the Hellknights of Fort Inevitable know about the results of the expedition?
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Answer: Unclear. All of DiViri's records were sent back to the Order of the Gate's headquarters. However, the signifiers of Fort Inevitable were the ones who received the divinations, and had requested the aid in the first place. They probably know, at the least, that the Emerald Spire goes at least ten floors deep; and that whatever they were seeking is probably even deeper than that. Besides that, they are likely not interested in what goes on in the first ten floors: they <i>may</i> know a little bit about the residents of the first nine floors (excluding those that moved in afterward), just incidentally.</p>
<p><b>The Godbox</b>
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Q: How many adventurers have made it past the Godbox?
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A: The Godbox on Level 4 presents an interesting obstacle. It seals the passage to the next floor, allowing passage only to those who provide it with at least two pounds of metal. Therefore, nothing can come up from above (at least without destroying the seal, which apparently cannot be replaced); and nobody can pass through without first making the requisite sacrifice. Apparently the Godbox's memory is good, as it will always allow the same people through once they have made a single sacrifice. Consequentially, you can determine exactly how many people have passed through Level 4 by counting out the combined weight of all 150 items stuck to the Godbox, and dividing that number by 2. I have not yet done the calculation myself, but it has likely let through dozens of travelers.</p>
<p>Q: Why does the Godbox seal the passage to the next floor? And why does it let people through if they sacrifice metal?
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A: Unclear. This probably has something to do with the Godbox's faulty programming.</p>
<p><b>Miscellaneous</b>
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Q: Why didn't Nhur Athemon visit the levels below floor 14?
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A: This one puzzles me. The book implies that Nhur Athemon has had 10,000 years of occasional activity to do as he pleases, and his focus has always had something to do with the Emerald Spire itself. It's strange that he never explored deep enough to find the root. I believe the book might have hiccupped when explaining when Axis made its visit. Axis had placed a ward on the lower levels, to prevent chaos from invading from below. As written, the book implies that occurred after Nhur Athemon became a lich. More likely, Axis appeared shortly after the Emerald Spire was created. They created the seal, which disguised itself, and Nhur Athemon simply did not notice it at the time - despite his mighty power. In recent centuries, the seal waned - and when Nhur Athemon awoke once again, he noticed the weakened seal. This is what invigorated him to resume his research. He is, in fact, interested in going deeper - he had just previously not had the time, resources, or interest to keep exploring. The idea that somebody had intentionally placed a seal there, however, makes him curious. It's still a somewhat odd idea, and is based on an unexplained line in the text, which says that seeing the seal "suggested a new approach".</p>
<p>Q: Why doesn't Splinterden attack the troglodytes?
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A: Unclear. The troglodytes are peaceful, and possess a fantastic resource (plus treasure). Perhaps Klarkosh forbade it, or perhaps they simply assumed that the troglodytes would be dangerous, despite reassurances to the contrary.</p>
<p>Q: How did Uzar-Kus, of Level 8, get in contact with the undine on Level 5?
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A: The Spire transport tokens can be used only to get to levels on which the person knows the local sigil. Because the serpentfolk have been down here so long, Uzar-Kus' ancestors probably collected sigils for the levels above them. Ironically, the book does not mention anybody on this floor possessing a Spire transport token. A reasonable edit would give one to Uzar-Kus, to explain how he first came in contact with the undine.</p>
<p>Q: How did the Mistress of Thorns learn the sigils of Levels 2 - 13?
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A: Unclear. Apparently she has taken captives before, but it's not clear from which floors. Perhaps she visited the other levels herself some time in the distant past; or summoned creatures to bring her captives who knew the answers.</p>
<p><b>Residents of Each Level Know the Following about the Other Levels</b>
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Level 1: The Tower Ruins know about The Cellars and The Clockwork Maze, but only by reputation. The goblins do not visit those places, but they know of the crypts and they know Klarkosh resides in the Clockwork Maze. The goblin cleric, Skizzertz, has the sigil for Level 6.</p>
<p>Level 2: The Cellars know about the Tower Ruins, Splinterden, and The Clockwork Maze. Thieves from Splinterden use Klarkosh's noisemakers to warn off Moon Spiders that try descending into their level. Gorloth is bound to serve Klarkosh; and possesses a Spire transport token</p>
<p>Level 3: Splinterden is aware of the undead and spiders in the Cellars above. They possess one Spire transport token. They are also aware of Klarkosh, who gave them the noisemakers that ward off the moonspiders, and whose agents occasionally passes through their level.</p>
<p>Level 4: Godhome is not precisely aware of any other levels. They know people pass through their level all the time, but little beyond that. </p>
<p>Level 5: The Drowned Level is aware of Klarkosh, who provided them with the sharktailed automaton in the first place; and Senethar in particular is aware of Level 8; she possesses a Spire transport token and the Sigil for Level 8; she reports to Uzar-Kus.</p>
<p>Level 6: The Clockwork Maze is aware of the occupants of all levels above him, because Klarkoth has passed through them; and, in later times, subjugated them. Klarkoth is also aware of the serpentfolk in the levels below him, but does not know how many floors they occupy. He is also aware that there is something below the serpentfolk, thanks to the Pech who refers to "The Great Master in the Deep". Naturally, Klarkoth possesses a Spire transport token.</p>
<p>Level 7: Shrine of the Awakener are aware of their brethren in Level 8 below, with whom they are at war. They are also aware of Klarkoth in the Clockwork Maze above them, and stop him from advancing. A salamander working the local forge possesses a Spire transport token that he took from an adventurer.</p>
<p>Level 8: The Circle of Vissk-Thar are at war with the serpentfolk on Level 7. They are also aware of the undine on Level 5 (Uzar-Kus is trying to bend them to his will). </p>
<p>Level 9: The Spire Axis knows the sigils for Levels 2 - 13. The Mistress of Thorns also possesses an effectively unlimited amount of Spire transport tokens. She presumably knows a little bit about all of the other floors for which she has sigils.</p>
<p>Level 10: The Magma Vault do not know much about the other levels. A contingent of Hellknights passed through here, and the magma dragons must have gotten their treasure from somewhere, but it is unclear how it came into their possession. Most likely wandering serpentfolk.</p>
<p>Level 11: The Tomb of Yarrix have been sealed away for so long that they do not know anything about anybody else. They do possess one Spire transport token.</p>
<p>Level 12: The Automaton Forge know of their master, Nhur Athemon, and presumably the stewart has a passing knowledge of the Pleasure Gardens. There is also a Spire transport token on this level.</p>
<p>Level 13: The Pleasure Gardens know about Nhur Athemon; most notably, the succubi here often teleport outside of the Spire to conduct investigations for their master. </p>
<p>Level 14: The Throne of Azlant knows about every level above him, and Level 15. He discovers information by scrying and employing agents like the succubi. There is one Spire transport token on this level. </p>
<p>Level 15: Order and Law are unconcerned with everything occurring above them, although a Kolyarut somehow wound up on Level 10 once (along with his Spire transport token). They are interested in Level 16, but do not know anything about it.</p>
<p>Level 16: The Emerald Root know about every level; at least, the Vault Keeper does.</p>This is a discussion thread for the material presented in The Emerald Spire Superadventure. Bring your thoughts and questions (and answers) here.
Readers of this thread may also be interested in this companion thread, discussing the timeline of events in the Emerald Spire.
I open with several questions, which I try to answer - if you have answers for these questions (or wish to expand on what's already presented), or questions of your own, please chime in.
Hellknights
The Hellknights...The Sword Emperor2014-06-11T16:56:48Z